vec3 calculateTangent (vec3 normal)
{
	vec3 tangent;
	vec3 c1 = cross(normal, vec3(0.0, 0.0, 1.0)); 
	vec3 c2 = cross(normal, vec3(0.0, 1.0, 0.0)); 
	
	if(length(c1)>length(c2))
	{
		tangent = c1;	
	}
	else
	{
		tangent = c2;	
	}
	
	tangent = normalize(tangent);

	return tangent;
}

varying vec3 pos;

void main()
{
   // Write your code here
   pos = gl_Vertex.xyz;
   gl_Position = ftransform();
}
